Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

PsycoBlade

FPS

This topic is 6175 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Chris, have you done any work on the FPS example? I need some tips on jumping and also making the gun appear in front of the camera. I looked at that old polytope collide example for doing the gun, but I''m trying to make the gun move more realistically (for example swaying a little when you turn and bobbing and such when you jump and run, etc..). I looked that the portal example for jumping, but in that one you can''t jump if you are going up a slant. Thanks. -Rich

Share this post


Link to post
Share on other sites
Advertisement
I have been working on a new FPS example. It has animated guns with firing, raising and lowering animations. I will be adding weapon bobbing, strafing and jumping to it.

I used 3DS keyframe animation for the guns and made it into a .CHR file that is drawn over the regular display (using a zbuffer clear).

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!